Client-Side Game Environment Generation for Server Data Reduction
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Traditional game servers incur high costs due to the need to store and manage all information for generating and maintaining game spaces, especially in metaverse games with large virtual spaces and multiple participants, necessitating efficient resource management.
Innovation Solution
A game server resource management system where the client terminal generates the initial game space based on a client-based table and only stores changed elements from player interactions as non-volatile and volatile data, reducing server data requirements and costs.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the game server stores and manages all information about objects and sub-elements in the game, then the game space can be fully generated and maintained, but the server costs increase significantly
Solution Approach 1:
The patent divides game data into two categories: static data (stored on server) and dynamic data (stored on client). The client terminal stores matching tables and generated game environment data locally, while the server only stores essential player interaction data. This segmentation reduces server data volume while maintaining game space generation capability.
Solution Approach 2:
The client terminal creates a local copy of the game environment based on matching tables and real environment information. This copy allows the client to generate and manage game objects independently, reducing the need for the server to store all game data while maintaining consistent game world representation.
2Reliability
If the game server stores all game information, then real-time online game experience is maintained, but server resource management becomes inefficient
Solution Approach 1:
The client terminal performs self-service by generating game environments locally using stored matching tables and real environment information. The client independently manages game objects and only communicates with the server for essential data synchronization, improving server resource management efficiency while maintaining real-time game experience.
Solution Approach 2:
The system changes the data storage parameter from server-centric to client-centric. Instead of the server storing all game information, the client stores matching tables and generates environments locally. This parameter change allows efficient server resource management while maintaining real-time interaction through selective data synchronization.
3Quantity of substance
If the client terminal generates the initial game space based on matching table, then server data requirements are reduced, but the complexity of data synchronization increases
Solution Approach 1:
The patent extracts the game environment generation function from the server and transfers it to the client terminal. The client uses matching tables and real environment information to generate the initial game space locally, reducing server data requirements. The synchronization complexity is managed by only exchanging changed elements between client and server.
Solution Approach 2:
Instead of the server providing all game data to the client, the system inverts the approach by having the client generate game environments locally using matching tables. This inversion reduces server data volume and shifts the complexity to client-side processing, which is more manageable.
Data Source
AI summary
The present invention relates to a game server resource management system, a method, and a recording medium storing programs that execute the method, and the method includes providing a client program to a connected client terminal; and providing player information to generate a virtual game environment and execute game play through a player by the client terminal, wherein the client program may include a matching table between a real environment to which a game service user belongs and the generated game environment, and when the user runs the game, the client terminal may generate a virtual game environment based on the matching table. According to the present invention, unnecessary server usage costs and communication costs due to server calls can be reduced, and resource management for the server can be performed efficiently.


